I was hoping I could fix this quickly, but it will take me a bit longer.
These scripts were written almost a year ago. I looked at the code and I cringed at how messy and badly written it is. It gets the job done, but it's difficult to fix when a problem occurs.
At this point it would be better to rewrite the whole thing in a cleaner, simpler way. It would fix the problems and add some functions.
I'll also try to get this to work even if you load it from a save, but I am not sure I can do it.
---------- Post added at 21:25 ---------- Previous post was at 02:11 ----------
I was not able to reproduce that problem. For me as soon as the vessel was completely stopped, the goal status changed to "completed".
Nonetheless, the "landed check" now is a a soft touchdown, instead of a complete landing.
I have noticed on other threads, people reporting problems with vessels landed on bodies with small gravity, due to very high frame rates from the external graphics clients.
If the problem persists even now, there is nothing I can do about it. The only thing you can do is to run Orbiter with the inline client.
Here is a quick vid with the landed on Deimos check on the script.
I was running Orbiter with the D3D9 client at ~180 fps
The cross feed problem has been fixed. The script allows for fuel to be transfered between tanks, but prompts a "mission failure message" if you try to add fuel with the scenario editor.
The patch is attached on post #1 of this thread. Unzip in your Orbiter directory maintaining directory structure and let it overwrite the $Orbiterroot\Script\Challenges\XR2\Martian_moons_tour\Challenge1.lua file.
The challenge is still meant to be completed in a single session and cannot be picked up from a save.
Thanks for reporting the problem and again, sorry for the inconvenience.
These scripts were written almost a year ago. I looked at the code and I cringed at how messy and badly written it is. It gets the job done, but it's difficult to fix when a problem occurs.
At this point it would be better to rewrite the whole thing in a cleaner, simpler way. It would fix the problems and add some functions.
I'll also try to get this to work even if you load it from a save, but I am not sure I can do it.
---------- Post added at 21:25 ---------- Previous post was at 02:11 ----------
the XR2 keeps saying wheels down,wheels up again and again until ur TAS becomes exactly 0.00,i dont think orbiter provides more precision than that...do i have to wait for the status to change?
I was not able to reproduce that problem. For me as soon as the vessel was completely stopped, the goal status changed to "completed".
Nonetheless, the "landed check" now is a a soft touchdown, instead of a complete landing.
I have noticed on other threads, people reporting problems with vessels landed on bodies with small gravity, due to very high frame rates from the external graphics clients.
If the problem persists even now, there is nothing I can do about it. The only thing you can do is to run Orbiter with the inline client.
Here is a quick vid with the landed on Deimos check on the script.
I was running Orbiter with the D3D9 client at ~180 fps
The cross feed problem has been fixed. The script allows for fuel to be transfered between tanks, but prompts a "mission failure message" if you try to add fuel with the scenario editor.
The patch is attached on post #1 of this thread. Unzip in your Orbiter directory maintaining directory structure and let it overwrite the $Orbiterroot\Script\Challenges\XR2\Martian_moons_tour\Challenge1.lua file.
The challenge is still meant to be completed in a single session and cannot be picked up from a save.
Thanks for reporting the problem and again, sorry for the inconvenience.